Generate equipment loot atomically, grant random boxes and prevent repeat claims. Read gacha pools, pity, products, tickets, missions, presets, chapter rewards and inventory costs from GameData; extend both collaboration UR ticket pools. Sync owned recipes, configure startup state and calendars in versioned seeds, and validate unlock tickets and revival talents.
42 lines
1.5 KiB
Go
42 lines
1.5 KiB
Go
package player
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import (
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"bd2server/internal/server/gamedata"
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"bd2server/internal/server/stateio"
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"bd2server/internal/server/wire"
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"bytes"
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"testing"
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)
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func TestImmortalRequiresDesignedDeadTalentAndReplaysSameSequence(t *testing.T) {
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store := stateio.NewMemory()
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inv, err := OpenInventory(store, &Starter{Version: "2.35.10"})
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if err != nil {
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t.Fatal(err)
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}
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s, err := OpenCharacterStore(store, []Character{{InvenIndex: 77, ID: 999, HP: 0, Level: 1, TalentLevel: 3}}, inv, "", "")
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if err != nil {
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t.Fatal(err)
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}
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s.maxHealth = func(Character) (uint64, error) { return 700, nil }
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s.AttachImmortalDesign(&gamedata.ImmortalDesign{Characters: map[uint64]uint64{999: 88}, FullRestore: map[[2]uint64]bool{{88, 3}: true}})
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s.BeginSession("a")
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req := wire.AppendVarint(wire.AppendVarint(nil, 1, 12), 2, 77)
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_, body, _, err := s.Handle("/CharImmortal", req)
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if err != nil {
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t.Fatal(err)
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}
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_, again, _, err := s.Handle("/CharImmortal", req)
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if err != nil || !bytes.Equal(body, again) {
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t.Fatalf("replay err=%v", err)
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}
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if _, _, _, err := s.Handle("/CharImmortal", wire.AppendVarint(wire.AppendVarint(nil, 1, 13), 2, 77)); err == nil {
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t.Fatal("alive new request restored")
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}
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s.SetCurrentHealth(77, 0)
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s.AttachImmortalDesign(&gamedata.ImmortalDesign{Characters: map[uint64]uint64{999: 88}, FullRestore: map[[2]uint64]bool{{88, 2}: true}})
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if _, _, _, err := s.Handle("/CharImmortal", wire.AppendVarint(wire.AppendVarint(nil, 1, 14), 2, 77)); err == nil {
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t.Fatal("wrong talent level revived")
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}
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}
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